Setting the network owner of another character ( for a kill effect system using remote events ) only moves the Torso, for the client that owns the victims character, it moves the whole body, for other players it just moves the Torso.
Network ownership only hands off physics simulation for the models primary part,
so on the owning client you see the whole ragdoll,
but on everyone else only the torso primary part moves.
I’m using FireAllClients, each client creates their own set of ragdoll constraints and what not. Is there a way to fix my issue?
Have the server call SetNetworkOwner
on every ragdoll body part for the target client before using FireAllClients
, so that each client runs full-body physics locally and all players see the complete ragdoll instead of just the torso
This is what I already do, still get the same issue. Tried looping network ownership as well.
use full body ragdoll physics on the server so all clients see every part move or have the owning client send each limbs CFrame via RemoteEvents for others to apply SetNetworkOwner
alone only hands off the primary parts simulation, so you’ll never get a synced multi part ragdoll on non-owners